/* * File: abyss.cc * Summary: Misc functions (most of which don't appear to be related to priests). * Written by: Linley Henzell * * Modified for Crawl Reference by $Author$ on $Date$ * * Change History (most recent first): * * <2> 10/11/99 BCR Added Daniel's crash patch * <1> -/--/-- LRH Created */ #include "AppHdr.h" #include "abyss.h" #include #include "externs.h" #include "cloud.h" #include "makeitem.h" #include "mapmark.h" #include "message.h" #include "monplace.h" #include "mtransit.h" #include "player.h" #include "dungeon.h" #include "items.h" #include "lev-pand.h" #include "randart.h" #include "stuff.h" #include "terrain.h" #include "traps.h" #include "view.h" #include "xom.h" // public for abyss generation void generate_abyss(void) { int i, j; // loop variables int temp_rand; // probability determination {dlb} #if DEBUG_ABYSS mpr("generate_abyss().", MSGCH_DIAGNOSTICS); #endif for (i = 5; i < (GXM - 5); i++) { for (j = 5; j < (GYM - 5); j++) { temp_rand = random2(4000); grd[i][j] = ((temp_rand > 999) ? DNGN_FLOOR : // 75.0% (temp_rand > 400) ? DNGN_ROCK_WALL : // 15.0% (temp_rand > 100) ? DNGN_STONE_WALL : // 7.5% (temp_rand > 0) ? DNGN_METAL_WALL // 2.5% : DNGN_CLOSED_DOOR); // 1 in 4000 } } grd[45][35] = DNGN_FLOOR; if ( one_chance_in(5) ) grd[46][35] = DNGN_ALTAR_LUGONU; } // end generate_abyss() static void generate_area(int gx1, int gy1, int gx2, int gy2) { #if DEBUG_ABYSS mpr("generate_area().", MSGCH_DIAGNOSTICS); #endif int items_placed = 0; const int thickness = random2(70) + 30; int thing_created; FixedVector replaced; // nuke map env.map.init(map_cell()); // generate level composition vector for (int i = 0; i < 5; i++) { const int temp_rand = random2(10000); replaced[i] = ((temp_rand > 4926) ? DNGN_ROCK_WALL : // 50.73% (temp_rand > 2918) ? DNGN_STONE_WALL : // 20.08% (temp_rand > 2004) ? DNGN_METAL_WALL : // 9.14% (temp_rand > 1282) ? DNGN_LAVA : // 7.22% (temp_rand > 616) ? DNGN_SHALLOW_WATER :// 6.66% (temp_rand > 15) ? DNGN_DEEP_WATER // 6.01% : DNGN_CLOSED_DOOR); // 0.16% } if (one_chance_in(3)) { int rooms_to_do = 1 + random2(10); for ( int rooms_done = 0; rooms_done < rooms_to_do; ++rooms_done ) { const int x1 = 10 + random2(GXM - 20); const int y1 = 10 + random2(GYM - 20); const int x2 = x1 + 1 + random2(10); const int y2 = y1 + 1 + random2(10); if (one_chance_in(100)) break; bool room_ok = true; for (int i = x1; room_ok && i < x2; i++) for (int j = y1; room_ok && j < y2; j++) if (grd[i][j] != DNGN_UNSEEN) room_ok = false; if ( room_ok ) for (int i = x1; i < x2; i++) for (int j = y1; j < y2; j++) grd[i][j] = DNGN_FLOOR; } } for (int i = gx1; i <= gx2; i++) { for (int j = gy1; j <= gy2; j++) { if (grd[i][j] == DNGN_UNSEEN && random2(100) <= thickness) { grd[i][j] = DNGN_FLOOR; if (items_placed < 150 && one_chance_in(200)) { if (one_chance_in(200)) { thing_created = items(1, OBJ_MISCELLANY, MISC_RUNE_OF_ZOT, true, 51, 51); #if DEBUG_ABYSS mpr("Placing an Abyssal rune.", MSGCH_DIAGNOSTICS); #endif } else { thing_created = items(1, OBJ_RANDOM, OBJ_RANDOM, true, 51, 250); } move_item_to_grid( &thing_created, i, j ); if (thing_created != NON_ITEM) items_placed++; } } } } int exits_wanted = 0; int altars_wanted = 0; for (int i = gx1; i <= gx2; i++) { for (int j = gy1; j <= gy2; j++) { if (grd[i][j] == DNGN_UNSEEN) grd[i][j] = replaced[random2(5)]; if (one_chance_in(7500)) // place an exit exits_wanted++; // Don't place exit under items if (exits_wanted > 0 && igrd[i][j] == NON_ITEM) { grd[i][j] = DNGN_EXIT_ABYSS; exits_wanted--; #if DEBUG_ABYSS mpr("Placing Abyss exit.", MSGCH_DIAGNOSTICS); #endif } if (one_chance_in(10000)) // place an altar altars_wanted++; // Don't place altars under items. if (altars_wanted > 0 && igrd[i][j] == NON_ITEM) { do { grd[i][j] = static_cast( DNGN_ALTAR_ZIN + random2(NUM_GODS-1) ); } while (grd[i][j] == DNGN_ALTAR_ZIN || grd[i][j] == DNGN_ALTAR_SHINING_ONE || grd[i][j] == DNGN_ALTAR_ELYVILON); // Lugonu has a flat 50% chance of corrupting the altar if ( coinflip() ) grd[i][j] = DNGN_ALTAR_LUGONU; altars_wanted--; #if DEBUG_ABYSS mpr("Placing altar.", MSGCH_DIAGNOSTICS); #endif } } } } static int abyss_exit_nearness() { int nearness = INFINITE_DISTANCE; for (int x = you.x_pos - LOS_RADIUS; x < you.x_pos + LOS_RADIUS; x++) for (int y = you.y_pos - LOS_RADIUS; y < you.y_pos + LOS_RADIUS; y++) { if (!in_bounds(x, y)) continue; // HACK: Why doesn't is_terrain_known() work here? if (grd[x][y] == DNGN_EXIT_ABYSS && get_screen_glyph(x, y) != '\0') { nearness = MIN(nearness, grid_distance(you.x_pos, you.y_pos, x, y)); } } return (nearness); } static int abyss_rune_nearness() { int nearness = INFINITE_DISTANCE; for (int x = you.x_pos - LOS_RADIUS; x < you.x_pos + LOS_RADIUS; x++) for (int y = you.y_pos - LOS_RADIUS; y < you.y_pos + LOS_RADIUS; y++) { if (!in_bounds(x, y)) continue; // HACK: Why doesn't is_terrain_known() work here? if (get_screen_glyph(x, y) != '\0') { int i = igrd[x][y]; while (i != NON_ITEM) { item_def& item(mitm[i]); if (is_rune(item) && item.plus == RUNE_ABYSSAL) nearness = MIN(nearness, grid_distance(you.x_pos, you.y_pos, x, y)); i = item.link; } } } return (nearness); } static int exit_was_near; static int rune_was_near; static void xom_check_nearness_setup() { exit_was_near = abyss_exit_nearness(); rune_was_near = abyss_rune_nearness(); } // If the player was almost to the exit when it disppeared, Xom is // exteremely amused. He's also extremely amused if the player winds // up right next to an exit when there wasn't one there before. The // same applies to Abyssal runes. static void xom_check_nearness() { // Update known terrain viewwindow(true, false); int exit_is_near = abyss_exit_nearness(); if ((exit_was_near < INFINITE_DISTANCE && exit_is_near == INFINITE_DISTANCE) || (exit_was_near == INFINITE_DISTANCE && exit_is_near < INFINITE_DISTANCE)) { xom_is_stimulated(255); } int rune_is_near = abyss_rune_nearness(); if ((rune_was_near < INFINITE_DISTANCE && rune_is_near == INFINITE_DISTANCE) || (rune_was_near == INFINITE_DISTANCE && rune_is_near < INFINITE_DISTANCE)) { xom_is_stimulated(255); } } static void abyss_lose_monster(monsters &mons) { if (mons.needs_transit()) mons.set_transit( level_id(LEVEL_ABYSS) ); mons.reset(); } void area_shift(void) /*******************/ { #if DEBUG_ABYSS mpr("area_shift().", MSGCH_DIAGNOSTICS); #endif xom_check_nearness_setup(); for (unsigned int i = 0; i < MAX_MONSTERS; i++) { monsters &m = menv[i]; if (!m.alive()) continue; // remove non-nearby monsters if (grid_distance(m.x, m.y, you.x_pos, you.y_pos) > 10) abyss_lose_monster(m); } for (int i = 5; i < (GXM - 5); i++) { for (int j = 5; j < (GYM - 5); j++) { // don't modify terrain by player if (grid_distance(i, j, you.x_pos, you.y_pos) <= 10) continue; // nuke terrain otherwise grd[i][j] = DNGN_UNSEEN; // nuke items destroy_item_stack( i, j ); if (mgrd[i][j] != NON_MONSTER) abyss_lose_monster( menv[ mgrd[i][j] ] ); } } // shift all monsters & items to new area for (int i = you.x_pos - 10; i < you.x_pos + 11; i++) { if (i < 0 || i >= GXM) continue; for (int j = you.y_pos - 10; j < you.y_pos + 11; j++) { if (j < 0 || j >= GYM) continue; const int ipos = 45 + i - you.x_pos; const int jpos = 35 + j - you.y_pos; // move terrain grd[ipos][jpos] = grd[i][j]; // move item move_item_stack_to_grid( i, j, ipos, jpos ); // move monster mgrd[ipos][jpos] = mgrd[i][j]; if (mgrd[i][j] != NON_MONSTER) { menv[mgrd[ipos][jpos]].x = ipos; menv[mgrd[ipos][jpos]].y = jpos; mgrd[i][j] = NON_MONSTER; } // move cloud if (env.cgrid[i][j] != EMPTY_CLOUD) move_cloud( env.cgrid[i][j], ipos, jpos ); } } for (unsigned int i = 0; i < MAX_CLOUDS; i++) { if (env.cloud[i].type == CLOUD_NONE) continue; if (env.cloud[i].x < 35 || env.cloud[i].x > 55 || env.cloud[i].y < 25 || env.cloud[i].y > 45) { delete_cloud( i ); } } you.moveto(45, 35); generate_area(5, 5, (GXM - 5), (GYM - 5)); xom_check_nearness(); for (unsigned int mcount = 0; mcount < 15; mcount++) { mons_place( RANDOM_MONSTER, BEH_HOSTILE, MHITNOT, false, 1, 1, LEVEL_ABYSS, PROX_AWAY_FROM_PLAYER ); // PROX_ANYWHERE? } // And allow monsters in transit another chance to return. place_transiting_monsters(); } void save_abyss_uniques() { for (int i = 0; i < MAX_MONSTERS; ++i) { monsters &m = menv[i]; if (m.alive() && m.needs_transit()) m.set_transit( level_id(LEVEL_ABYSS) ); } } void abyss_teleport( bool new_area ) /**********************************/ { xom_check_nearness_setup(); int x, y, i, j, k; if (!new_area) { // try to find a good spot within the shift zone: for (i = 0; i < 100; i++) { x = 16 + random2( GXM - 32 ); y = 16 + random2( GYM - 32 ); if ((grd[x][y] == DNGN_FLOOR || grd[x][y] == DNGN_SHALLOW_WATER) && mgrd[x][y] == NON_MONSTER && env.cgrid[x][y] == EMPTY_CLOUD) { break; } } if (i < 100) { #if DEBUG_ABYSS mpr("Non-new area Abyss teleport.", MSGCH_DIAGNOSTICS); #endif you.moveto(x, y); xom_check_nearness(); return; } } #if DEBUG_ABYSS mpr("New area Abyss teleport.", MSGCH_DIAGNOSTICS); #endif // teleport to a new area of the abyss: init_pandemonium(); // get new monsters dgn_set_colours_from_monsters(); // and new colours for (i = 0; i < MAX_MONSTERS; i++) { if (menv[i].alive()) abyss_lose_monster(menv[i]); } // Orbs and fixed artefacts are marked as "lost in the abyss" for (k = 0; k < MAX_ITEMS; k++) { if (is_valid_item( mitm[k] )) { if (mitm[k].base_type == OBJ_ORBS) { set_unique_item_status( OBJ_ORBS, mitm[k].sub_type, UNIQ_LOST_IN_ABYSS ); } else if (is_fixed_artefact( mitm[k] )) { set_unique_item_status( OBJ_WEAPONS, mitm[k].special, UNIQ_LOST_IN_ABYSS ); } xom_check_lost_item( mitm[k] ); destroy_item( k ); } } for (i = 0; i < MAX_CLOUDS; i++) delete_cloud( i ); for (i = 10; i < (GXM - 9); i++) { for (j = 10; j < (GYM - 9); j++) { grd[i][j] = DNGN_UNSEEN; // so generate_area will pick it up igrd[i][j] = NON_ITEM; mgrd[i][j] = NON_MONSTER; env.cgrid[i][j] = EMPTY_CLOUD; } } ASSERT( env.cloud_no == 0 ); you.moveto(45, 35); generate_area( 10, 10, (GXM - 10), (GYM - 10) ); xom_check_nearness(); grd[you.x_pos][you.y_pos] = DNGN_FLOOR; if ( one_chance_in(5) ) grd[you.x_pos + 1][you.y_pos] = DNGN_ALTAR_LUGONU; place_transiting_monsters(); } ////////////////////////////////////////////////////////////////////////////// // Abyss effects in other levels, courtesy Lugonu. static void place_corruption_seed(const coord_def &pos, int duration) { env.markers.add(new map_corruption_marker(pos, duration)); } static void initialise_level_corrupt_seeds(int power) { const int low = power / 2, high = power * 3 / 2; int nseeds = random_range(1, std::min(2 + power / 110, 4)); #ifdef DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "Placing %d corruption seeds", nseeds); #endif // The corruption centered on the player is free. place_corruption_seed(you.pos(), high + 300); for (int i = 0; i < nseeds; ++i) { coord_def where; do where = coord_def(random2(GXM), random2(GYM)); while (!in_bounds(where) || grd(where) != DNGN_FLOOR || env.markers.find(where, MAT_ANY)); place_corruption_seed(where, random_range(low, high, 2) + 300); } } static bool spawn_corrupted_servant_near(const coord_def &pos) { // Thirty tries for a place for (int i = 0; i < 30; ++i) { const coord_def p( pos.x + random2avg(4, 3) + random2(3), pos.y + random2avg(4, 3) + random2(3) ); if (!in_bounds(p) || p == you.pos() || mgrd(p) != NON_MONSTER || !grid_compatible(DNGN_FLOOR, grd(p), true)) continue; // Got a place, summon the beast. int level = 51; monster_type mons = pick_random_monster(level_id(LEVEL_ABYSS), level, level); if (mons == MONS_PROGRAM_BUG) return (false); const beh_type beh = one_chance_in(5 + you.skills[SK_INVOCATIONS] / 4)? BEH_HOSTILE : BEH_NEUTRAL; const int mid = create_monster( mons, 3, beh, p.x, p.y, MHITNOT, 250 ); return (mid != -1); } return (false); } static void apply_corruption_effect( map_marker *marker, int duration) { if (!duration) return; map_corruption_marker *cmark = dynamic_cast(marker); const coord_def center = cmark->pos; const int neffects = std::max(div_rand_round(duration, 5), 1); for (int i = 0; i < neffects; ++i) { if (random2(7000) < cmark->duration) { if (!spawn_corrupted_servant_near(cmark->pos)) break; } } cmark->duration -= duration; if (cmark->duration < 1) env.markers.remove(cmark); } void run_corruption_effects(int duration) { std::vector markers = env.markers.get_all(MAT_CORRUPTION_NEXUS); for (int i = 0, size = markers.size(); i < size; ++i) { map_marker *mark = markers[i]; if (mark->get_type() != MAT_CORRUPTION_NEXUS) continue; apply_corruption_effect(mark, duration); } } static bool is_grid_corruptible(const coord_def &c) { if (c == you.pos()) return (false); const dungeon_feature_type feat = grd(c); // Stairs and portals cannot be corrupted. if (grid_stair_direction(feat) != CMD_NO_CMD) return (false); switch (feat) { case DNGN_PERMAROCK_WALL: case DNGN_GREEN_CRYSTAL_WALL: return (false); case DNGN_METAL_WALL: return (one_chance_in(5)); case DNGN_STONE_WALL: return (one_chance_in(3)); case DNGN_ROCK_WALL: return (!one_chance_in(3)); default: return (true); } } // Returns true if the square has <= 4 traversable neighbours. static bool is_crowded_square(const coord_def &c) { int neighbours = 0; for (int xi = -1; xi <= 1; ++xi) { for (int yi = -1; yi <= 1; ++yi) { if (!xi && !yi) continue; const coord_def n(c.x + xi, c.y + yi); if (!in_bounds(n) || !is_traversable(grd(n))) continue; if (++neighbours > 4) return (false); } } return (true); } // Returns true if the square has all opaque neighbours. static bool is_sealed_square(const coord_def &c) { for (int xi = -1; xi <= 1; ++xi) { for (int yi = -1; yi <= 1; ++yi) { if (!xi && !yi) continue; const coord_def n(c.x + xi, c.y + yi); if (!in_bounds(n)) continue; if (!grid_is_opaque(grd(n))) return (false); } } return (true); } static void corrupt_square(const crawl_environment &oenv, const coord_def &c) { dungeon_feature_type feat = DNGN_UNSEEN; if (grid_altar_god(grd(c)) != GOD_NO_GOD) { if (!one_chance_in(3)) feat = DNGN_ALTAR_LUGONU; } else feat = oenv.grid(c); if (grid_is_trap(feat) || feat == DNGN_UNDISCOVERED_TRAP || feat == DNGN_SECRET_DOOR || feat == DNGN_UNSEEN) return; if (is_traversable(grd(c)) && !is_traversable(feat) && is_crowded_square(c)) return; if (!is_traversable(grd(c)) && is_traversable(feat) && is_sealed_square(c)) return; if (feat == DNGN_EXIT_ABYSS) feat = DNGN_ENTER_ABYSS; dungeon_terrain_changed(c, feat, true, true, true); if (feat == DNGN_ROCK_WALL) env.grid_colours(c) = oenv.rock_colour; else if (feat == DNGN_FLOOR) env.grid_colours(c) = oenv.floor_colour; } static void corrupt_level_features(const crawl_environment &oenv) { std::vector corrupt_seeds; std::vector corrupt_markers = env.markers.get_all(MAT_CORRUPTION_NEXUS); for (int i = 0, size = corrupt_markers.size(); i < size; ++i) corrupt_seeds.push_back(corrupt_markers[i]->pos); for (int y = MAPGEN_BORDER; y < GYM - MAPGEN_BORDER; ++y) { for (int x = MAPGEN_BORDER; x < GXM - MAPGEN_BORDER; ++x) { const coord_def c(x, y); int distance = GXM * GXM + GYM * GYM; for (int i = 0, size = corrupt_seeds.size(); i < size; ++i) { const int dist = (c - corrupt_seeds[i]).rdist(); if (dist < distance) distance = dist; } if ((distance < 6 || one_chance_in(1 + distance - 6)) && is_grid_corruptible(c)) { corrupt_square(oenv, c); } } } } static bool is_level_corrupted() { if (you.level_type == LEVEL_ABYSS || you.level_type == LEVEL_PANDEMONIUM || player_in_hell() || player_in_branch(BRANCH_VESTIBULE_OF_HELL)) return (true); return (!!env.markers.find(MAT_CORRUPTION_NEXUS)); } static bool is_level_incorruptible() { if (is_level_corrupted()) { mpr("This place is already infused with evil and corruption."); return (true); } return (false); } bool lugonu_corrupt_level(int power) { if (is_level_incorruptible()) return (false); mprf(MSGCH_GOD, "Lugonu's Hand of Corruption reaches out!"); you.flash_colour = EC_MUTAGENIC; viewwindow(true, false); initialise_level_corrupt_seeds(power); std::auto_ptr backup(new crawl_environment(env)); generate_abyss(); generate_area(MAPGEN_BORDER, MAPGEN_BORDER, GXM - MAPGEN_BORDER, GYM - MAPGEN_BORDER); dgn_set_colours_from_monsters(); std::auto_ptr abyssal(new crawl_environment(env)); env = *backup; backup.reset(NULL); dungeon_events.clear(); env.markers.activate_all(false); corrupt_level_features(*abyssal); run_corruption_effects(300); you.flash_colour = EC_MUTAGENIC; viewwindow(true, false); // Allow extra time for the flash to linger. delay(1000); viewwindow(true, false); return (true); }